Toggles: Has three different states, and changes the options depending on which one is selected

Disabled: This disables the “Melee+ Toggles” and “Other Toggles” menus and disables all of the options within them. The “Ready To Fight” banner is set to the color “Yellow” to indicate this state.

Enabled: This enables the “Melee+ Toggles” and “Other Toggles” menus and allows the player to enable each of the options within those menus individually. The “Ready to Fight” banner is set to the color “Green” to indicate this state.

Only Melee+ Enabled: This disables the “Melee+ Toggles” and “Other Toggles” menus. It changes the text for the “Melee+ Toggles” menu to “Melee+ Enabled” to indicate this state. All options in the “Other Toggles” menu are disabled, and all the options in “Melee+” are enabled. The “Ready to Fight” banner is set to the color “Magenta” to indicate this state.

Melee+ Toggles

Handicap: By default, it is set to “Damage Ratio”, which makes the Handicap option behave normally. If it is set ot “Stock/Crew”, it controls the number of stocks a player has during stock matches. During this state, if Handicap is set to auto, it will automatically set the winner of the last match’s stock count to however many they had left and set the loser’s stock count to four.

Overtime: By default, it is set to “Normal” which make Sudden Death behave normally. If set to “Tournament”, any ties at the end of a match are broken by percentage. If percentage is tied as well, the 1st place players go into sudden death, but with percentage set to 0%, bomb rain disabled, and the timer set to 3 minutes. If tied at the end of sudden death, it goes into another sudden death.

Ledge Invincibility: By default, it is set to “Normal”, which makes ledge invincibility behave normally. If set to “Dynamic”, ledge invincibility behaves similarly to shields: when the ledge is grabbed, it reduces the amount of invincibility time for the next ledge grab. This invincibility recovers over time, like shields. This is designed to combat infinite ledge stalling.

Wall Bracing: By default, this is “Disabled”. If it is set to “Enabled”, a player going into a wall can hold left or right to brace the next grounded (aka non-launching) attack, so that their feet leave the ground. The idea is similar to crouch cancelling and this is designed to combat wall infinites.

Capped Points: By default, this is set to “Disabled”. If “Enabled”, this uses the “Stock Match Time Limit” as a “limit number” (if the time limit is None, it behaves exactly as if you’d Disabled Capped Points entirely). During a timed match, if someone’s number of points reach the limit, the match ends and they win. In coin battle, whoever reaches limit number times 100 in coins ends the match and they win.

Other Toggles:

Shields: Defaults to “Normal”. If set to “Infinite”, shields do not deplete.

Tap Jump: Defaults to “Enabled”. If set to “Disabled”, all players can no longer jump with the control stick.

Always Rain Bombs: Defaults to “Disabled”. If “Enabled”, it rains bombs, like in Sudden Death. If set to “Pokeballs”, it rains Pokeballs instead.

Random Hitbox Element: Defaults to “Disabled”. If “Enabled”, this makes all non-projectile hits have a random element. It basically enables “Mayhem Mode”.

Credits: The credits for SD Remix 3.2.

Debug Mode: This is a parsed down version of the old Debug Menu. It’s got Dairantou, rule select, Global Data Edit, DBLevel (so you can turn on hitboxes and frame by frame among other things), and Publicity on/off).

Gameplay Changes

Taunts can be ledge cancelled (mostly helps Kirby safely get rid of powers).